Mage: The Ascension’s flexible and ambitious Sphere system has provided many questions and debates for over 20 years. Here, now, in this book, we answer the eternal question How Do You DO That? with hundreds of reality-altering feats – puppetry and possession, elemental command, martial arts prowess, illusions, and far, far more – all presented in simple, casual, and quite often profane English.

For Metaphysical Mastery

Unlike any previous Mage sourcebook, How Do You DO That? strips away the series' trademark ambiguities and deals straight-up with the raw rule systems behind Mage's magick rules. Dividing a multitude of uncanny feats into 10 general categories, this book features rules for…

Conjuration & Transformation

Elemental Mastery

Energy Work

Enhanced Perceptions

Martial Arts

Mystic Travel

Necromancy

Summoning, Binding, Bargaining & Warding

Time Distortion & Travel

Uncanny Influence

Sphere magick will never be quite the same again...

Note on the Print Editions: Standard Color uses a thinner paper stock than Premium Color, basically the same paper as the Black & White books. This usually means the colors are less vivid, but it also means the price drops a bit per page in the production process. Examples of pages: Premium Color vs. Standard Color.

I realize this is meant for Classic World of Darkness/Mage, but I'm curious: would this be useful for a nWOD/CofD Mage as well?

Justin YJanuary 31, 2016 5:30 pm UTC

PURCHASER

Or either version of Mind's Eye Theater. I know some of the previous books put rules out that were like 'For tabletop, use Forces *** and Prime **, For MET use...', but myself and my ST are wondering if this one does the same?

Natalie SFebruary 08, 2016 12:18 am UTC

PURCHASER

Regards Candice: Without knowing the new system too well (or at all) I am assuming that it would be a matter of changing around terms and tweaking the rules to suit the current game / system.
From what I have read so far within the book, it is a lot of optional rules, different rotes / castings and information on various things which are mentioned in M20 (or even Technocracy guide) but go more in-depth with it all.
Even if you cannot use the exact rules for your current game, it is great for ideas with things your mage can cast and making your own rotes.

Justin: As I have said above, it is the same for MET. The book has more information on things that others more or less just barely touched on (Such as creating your own realm)
You would be using the same LARP rules from MET Mage, just having different source information and ideas.

I hope this helps a little.

Troy LMay 05, 2016 11:03 pm UTC

PURCHASER

Candice: No, this isn't really useful for nWoD or CofD game unless you're also using the Mage Translation Guide. http://www.drivethrurpg.com/product/114433/Mage-Translation-Guide or you're wanting to use this for ideas for some custom rotes for your local game.

nWoD completely changed the rule system and magic system from cWoD. Not just what spells do, but also how magic works.

Akaki KMay 24, 2016 11:16 am UTC

in my opinion the system is worse then in MtAw. There are some nifty ideas, but in my opinion MtAw magic system is better.

I only got about a third of the way into the book and I'm very impressed with the material. In depth, great variety of methods. Only because of how far I got into it that I haven't yet found anything pertaining to mad science or hyper technology. [...]

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